Dusty The Slayer

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Level 1 Lizardfolk Ranger, Hunter 900

Dusty CHARACTER LEVEL, RACE, & CLASS EXPERIENCE

Urban Bounty Hunter chaotic neutral Player One


CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Spellcasting Focus. You can use a druidic focus as a


STRENGTH Natural Armor (Lizardfolk) (16) 18 spellcasting focus for your ranger spells.
+2
10
PROFICIENCY BONUS SHIELD
AC Favored Foe (2/Long Rest). When you hit a creature
Shield with an attack roll, you can mark the target as your
N
CIE C
favored enemy for 1 minute or until you lose your
+2 Strength concentration (as if you were concentrating on a
Y
PROFI


+0 spell). The first time on each of your turns that you
✘ +5 Dexterity
hit the favored enemy and deal damage to it,
+2 Constitution ARMOR CLASS including when you mark it, you can increase that
DEXTERITY
+0 Intelligence
damage by 1d4.

17
MAXIMUM HIT DICE TEMPORARY
+2 Wisdom Fighting Style.
12 1d10
+0 Charisma
Dueling. When you are wielding a melee weapon
CONDITIONAL
in one hand and no other weapons, you gain a +2
+3 bonus to damage rolls with that weapon.

Hunter's Sense (Action—2/Long Rest). Choose one


CURRENT HIT POINTS creature you can see within 60 feet of you. You
CONSTITUTION DEATH SAVING THROWS
learn its damage immunities, resistances, or
SAVING THROWS
vulnerabilities. If it's hidden from divination magic,
14 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
30ft.
you sense it has none.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Slayer's Prey (Bonus Action). Designate one


+2 Animal Handling (Wis)
creature you can see within 60 feet of you as the
+2 +0 Arcana (Int) target, the first time each turn you hit that target
with a weapon attack, it takes an extra 1d6 damage
+0 Athletics (Str)
from the weapon. This benefit lasts until you finish a
INTELLIGENCE +0 Deception (Cha) short or long rest. It ends early if you designate a

10
different creature.
+0 History (Int)
✘ +4 Insight (Wis)

+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS


+0 ✘ +2 Investigation (Int)
✘ +4 Medicine (Wis) Bite. You have a fanged maw that you can use to
WISDOM
make unarmed strikes. When you hit with it, the
+0 Nature (Int) strike deals 1d6 + 0 slashing damage.
14 ✘✘ +6 Perception (Wis)

+0 Performance (Cha)
Hold Breath. You can hold your breath for up to 15
minutes at a time.
+0 Persuasion (Cha)
+2 +0 Religion (Int)
Hungry Jaws (Bonus Action—2/Long Rest). You
can make a special attack with your Bite. If the
✘ +5 Sleight of Hand (Dex) attack hits, it deals its normal damage, and you
CHARISMA gain 2 temporary hit points.
✘ +5 Stealth (Dex)

8 ✘ +4 Survival (Wis)
SKILLS
Natural Armor. When you aren't wearing armor,
your base AC is 16. You can use your natural armor
to determine your AC if the armor you wear would
leave you with a lower AC. A shield's benefits
+0 16 PASSIVE PERCEPTION apply as normal while you use your natural armor.

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


+7 vs AC 1d8+3 piercing

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Undercommon, Giant,


Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Tide
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living
tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry
into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your
I always have a plan for what to do when things go skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely
wrong. interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you
I am always calm, no matter what the situation. I succeed.
never raise my voice or let my emotions control me.
You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you
are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a
PERSONALITY TRAITS
"velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of
People. I’m loyal to my friends, not to any ideals, and Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar-
everyone else can take a trip down the Styx for all I any place that’s large enough to have a steady supply of potential quarries.
care. (Neutral)
As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with
IDEAL the group’s objectives- but on the other hand, you can take down much more formidable targets with the help of your
companions.

Someone I loved died because of a mistake I made.


That will never happen again.

BOND

An innocent person is in prison for a crime that I


committed. I’m okay with that.

FLAW BACKGROUND STORY

Feature: Ear to the Ground


You are in frequent contact with people in the
segment of society that your chosen quarries move
through. These people might be associated with the
criminal underworld, the rough-and-tumble folk of
the streets, or members of high society. This
connection comes in the form of a contact in any city
you visit, a person who provides information about
the people and places of the local area.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Kaiser . Kaiser [Pistol/Tabana] 80 GFD
Clothes, Common 1 3 Ateşli Silah - Menzilli Silah - Hızlı Mermi - Small Bullet
Pouch 1 1 Mermi kapasitesi 8 - Atış hatası 2 - Menzili 45/120 -
[Kaiser ] 1 3 Hasarı 1d8
[Snakeskin] 1 6
Snakeskin. rahat gizlilik(dezavantaj yok

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 25 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

13.5 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger,

1ST LEVEL 3 SPELL SLOTS Absorb Elements Goodberry


Protection from Evil and Good Speak with Animals Zephyr Strike
Absorb Elements Goodberry Protection from Evil and Good
1st-level abjuration 1st-level transmutation 1st-level abjuration

CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 action
thunder damage
RANGE Self RANGE Touch RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS S COMPONENTS V, S, M (a sprig of mistletoe) COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell
consumes)

The spell captures some of the incoming energy, lessening its effect Up to ten berries appear in your hand and are infused with magic for Until the spell ends, one willing creature you touch is protected
on you and storing it for your next melee attack. You have resistance the duration. A creature can use its action to eat one berry. Eating a against certain types of creatures: aberrations, celestials, elementals,
to the triggering damage type until the start of your next turn. Also, berry restores 1 hit point, and the berry provides enough fey, fiends, and undead.
the first time you hit with a melee attack on your next turn, the nourishment to sustain a creature for one day. The protection grants several benefits. Creatures of those types
target takes an extra 1d6 damage of the triggering type, and the spell The berries lose their potency if they have not been consumed have disadvantage on attack rolls against the target. The target also
ends. within 24 hours of the casting of this spell. can’t be charmed, frightened, or possessed by them. If the target is
At Higher Levels. When you cast this spell using a spell slot of 2nd already charmed, frightened, or possessed by such a creature, the
level or higher, the extra damage increases by 1d6 for each slot level target has advantage on any new saving throw against the relevant
above 1st. effect.

Spellcasting (Ranger) Princes of the Apocalypse Spellcasting (Ranger) Player’s Handbook Monster Slayer Magic (Ranger) Player’s Handbook

Speak with Animals Zephyr Strike


1st-level divination (ritual) 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 bonus action


RANGE Self RANGE Self
DURATION 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V

You gain the ability to comprehend and verbally communicate with You move like the wind. Until the spell ends, your movement doesn’t
beasts for the duration. The knowledge and awareness of many provoke opportunity attacks.
beasts is limited by their intelligence, but at minimum, beasts can Once before the spell ends, you can give yourself advantage on one
give you information about nearby locations and monsters, including weapon attack roll on your turn. That attack deals an extra 1d8 force
whatever they can perceive or have perceived within the past day. damage on a hit. Whether you hit or miss, your walking speed
You might be able to persuade a beast to perform a small favor for increases by 30 feet until the end of that turn.
you, at the DM’s discretion.

Primal Awareness Player’s Handbook Spellcasting (Ranger) Xanathar’s Guide to Everything


Clothes, Common Pouch Kaiser
Adventuring Gear Adventuring Gear Weapons

A cloth or leather pouch can hold up to 20 sling bullets or


50 blowgun needles, among other things.

3 lb. Player’s Handbook 1 lb. Player’s Handbook 3 lb. Dungeon Master’s Guide

Snakeskin
Armor

A shield is made from wood or metal and is carried in one


hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.

6 lb. Player’s Handbook

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